August 24th, 2010
Hello, and welcome to a very special Grave Plots. What’s so special about it, you ask? At the risk of sounding a little immodest, me. As you were probably made aware of in yesterday’s Dark Designs, Josh and I switched articles this week, allowing him to talk about the design elements of our most recent .pdf release The War of the Goblin King, available here. While I was heavily involved in writing up the final draft of the adventure, most of the actual design of the adventure was done by Josh, so it seemed more appropriate that he be the one to talk at length about what that was like. Besides, now I get to take a break from writing about design theory and just pump out a fun adventure outline. So, are you ready? Let’s do this!
As this week is all about The War of the Goblin King, it seems only appropriate that this week’s Grave Plots be related to that adventure. If you haven’t downloaded it yet, you might want to, as you probably won’t get much mileage out of this article if you don’t.
On the surface, it seems like it would be hard to really make much more out of the adventure, as it most likely ends with Yarrick dead, his ambitions thwarted, and his barghest allies—one of the major sources of his successes to date—are either dead or fleeing. All in all, probably a good time for the PCs to pat themselves on the back for a job well done and head to one of Springdale’s many fine taverns for some good drinking and wenching, not the impetus for the start of a whole new adventure, let alone some kind of crazy goblin-centric campaign.
It wasn’t always this way, however. Originally, The War of the Goblin King was designed to be a trilogy. Our slower production schedule made this relatively unfeasible, however, as we would either have to devote three straight months (more like six, really) to this single adventure line, or else release the adventures at a rate too slow for DMs to actually make much use of. So, we made a few changes at the end and wrapped up all our loose ends. It seems like the simplest way to get more adventure out of Yarrick’s pro-goblin crusade is to undo those changes, opening the way for further adventure.
Gauroth’s Master Plan
          
           In this  adventure hook, Gauroth is far more than simply Yarrick’s ally. The barghest is  instead a wizard of no small power, and the actual mastermind behind the recent  goblin uprising. Though, as a barghest, Gauroth can pass for a goblin when he  wants to, and could probably have taken Yarrick’s position as the supposed  goblin king, Gauroth was confident in his ability to control the upstart  goblin, and decided that he would be better off acting as Yarrick’s “advisor”  rather than his master… at least publicly.
          
           When the  PCs finally make it to Yarrick’s throne room, Gauroth is still there, and still  joins the fight, but he doesn’t stay there long. When he is first damaged in  the fight, he decides the battle isn’t really worth the risk, and teleports away after telling Yarrick  that, if he survives, he should meet Gauroth to the south, in the lands near Reyvault.
          
           It’s  important to note here that even though Gauroth is a relatively powerful mage  (probably 7-17 wizard or sorcerer levels on top of his status as a greater  barghest, depending on how long you want this campaign to go on), it’s  important to the longevity of your campaign that he not simply slaughter the  PCs in the fight. This can be done in a variety of ways, but the simplest and  easiest answer is that Gauroth simply isn’t prepared for a fight. He can either  have most of his spell slots used up for the day (he’s a busy barghest, and  doesn’t spend all his time babysitting Yarrick. He may very well have fought  off adventurers at one of his other strongholds earlier that day), or just  favor utilitarian spells and “buffing” spells, because he prefers to have his  minions do his fighting for him.
          
           Once the  PCs have dealt with Yarrick, their adventure has really only just begun. The  goblin king was but one of the barghest’s many pawns, and his plots and schemes  as a whole are only moderately affected by their loss. Most PCs will probably  decide to take up the cryptic clue about Reyvault, unless they suddenly find  themselves with something more important to be doing.
          
           When the  PCs arrive in Reyvault, they probably aren’t surprised to discover that the  town is suffering from some grisly night-time murders. These murders aren’t  quite the same as in Springdale,  however, as they leave corpses in their wake: grisly, brutally savaged corpses.  PCs may make the connection between the claw and bite marks on the victims and  the natural attacks that the barghests possessed, but even if they don’t the  locals have their own opinions about the source of the murders, which can help  springboard the PCs in their investigation.
          
           The local  priests and clerics are virtually united in their belief that the murders are  the work of an upstart sect calling itself The Earth Daughters, an all-female  temple of nature worshippers which moved into the town only a few weeks before  the killings started. What the local priests won’t tell the PCs (but the Earth  Daughters are quick to point out, if asked) is that their temple has been  especially popular due to the fact that they offer their healing services for  free, rather than charging, as do the other temples in the area.
          
           The local  guard-captain is concerned that the perpetrator is actually the town’s mayor,  who has been making some strange and unaccounted night-time disappearances  lately, and who could certainly stand to be a little more concerned about the  deaths. As it turns out, however, the mayor is simply having an extramarital  affair, and doesn’t particularly appreciate the PCs meddling in the matter.
          
           The truth  is that a den of werewolves has taken up residence in the nearby woods, not far  from the town’s largest logging camp. These werewolves, much like Yarrick and  his goblins, have been tricked into worshipping Gauroth as a deity, and the PCs  find a statue of his likeness atop a crude stone altar in the werewolves’ den.  Gauroth himself isn’t here, however: he only directed Yarrick here because it  was his closest stronghold, and Yarrick doesn’t share his ability to teleport.  Gauroth checks in once a week or so, mostly leaving the werewolves to their own  devices because all he really wants from them is to create panic and  instability in the nearby town.
          
           After  dispatching the werewolves, the PCs may find themselves facing a bit of a  dead-end, as there are no direct hints to the barghest’s location, and even if  they stick around Gauroth leaves more or less immediately upon realizing that  they have dispatched yet another of his outposts. During this time, allow the  PCs to largely take a breather from Gauroth, tossing in a couple of “filler”  adventures that don’t directly link to Gauroth. While they pursue these  adventures, however, Gauroth discovers their triumph at Reyvault and determines  that they are, in fact, enough of a problem to require dealing with. He sends  out a number of assassins, and the PCs soon find their heroic efforts  complicated at every turn by wave after wave of enemies sent by their barghest  foe. 
          
           Ideally,  the PCs capture and interrogate one or more of these assassins in order to find  out Gauroth’s location and put an end to the attacks, but if your players are  more of the stab-first-and-ask-questions-never type (as opposed to the  stab-first-and-ask-questions-later type, which is actually possible with spells  like speak with dead) you can provide  them with less-and-less subtle hints. Eventually you may have to fall on old  clichés like an incriminating note in the pocket or some exposition about how  they should never have crossed Gauroth. Alternatively, perhaps one or more of  the assassins is out to capture the PCs, rather than kill them, and they  shortly find themselves imprisoned in one of Gauroth’s strongholds, forced to  escape and maybe just destroy the place in the process.
          
The campaign finally comes to a close when the PCs track Gauroth to his real stronghold, located on one of the lower planes (someone who had the right to use Planescape planes would probably suggest Gehenna, Hades, or Carceri, but I certainly won’t), an impressive tower of pure basalt. From here Gauroth has been plotting and scheming to bring the players’ home world under his direct control, but thanks to the PCs’ meddling he’s been having trouble getting past the early stages of his plan, which involve destabilizing the local governments by inciting violence from the goblins, werewolves, and other demi-humans (in fact, having the PCs stumble across a few more of Gauroth’s schemes along the way couldn’t hurt). Here the PCs storm the barghest’s fortress, which is filled with devious traps and fiendish guardians, then confront the scheming shapechanger himself in an epic confrontation.
Iblig’s Crusade
          
           Alternatively,  you can still get a surprising amount of mileage after the adventure without changing  the ending—at least, not very much. In this version, Gauroth was just another  barghest, and dies alongside Yarrick at the hands of the PCs. Unfortunately,  however, Yarrick was more than just a power-hungry goblin who had strong-armed  the others into serving him, however. His message—that the goblins were sick of  being pushed underground by the humans and other “surface races” and that it  was time they got the respect that they deserved—survives his death, and though  the PCs may be able to slay Yarrick, his ideals prove much more difficult to  destroy.
          
           The PCs  should leave the abandoned keep feeling like heroes, without any concern about  loose ends. In fact, the whole thing probably works better if the PCs kill every goblin in the keep, leaving no  survivors. The point is that, after the dust settles, and the PCs have gone off  in search of ale, wenches, riches, or just the next big adventure, the goblin  menace rears its ugly head again.
          
           Iblig could  be a goblin from the keep. A lowly lieutenant, perhaps, or even a stable-boy. A  large number of goblins were residing in the tunnels below the keep, and if  fighting broke out they almost certainly fled, so it’s unlikely that the PCs  really are able to exterminate the goblins down to the last man, woman, and  child. Alternatively, Iblig may not even have been at the keep: Yarrick had the  attention of a wide number of other goblin clans, and word of his decimation  would spread like wildfire through the goblins’ underground warrens. The more  vicious and bloodthirsty the PCs, the fewer goblin survivors there are, the  more they will fan the flames of racial hatred in the goblins’ hearts. Iblig  could very well be the leader of another clan, perhaps even of several clans:  the important thing is this: Iblig is Yarrick’s replacement.
		    Give the  PCs a little while before implementing the next phase of the campaign. Let them  try their hands at a few more “filler” adventures, stuff unrelated to Yarrick  or his successor. Every now and again, have someone recognize the PCs as “the  heroes of Springdale,” just to keep the event fresh in their heads.
          
           Then,  suddenly and without warning, Iblig strikes. Whether it’s due to a better  intelligence than Yarrick, or simply because Yarrick’s martyrdom gave Iblig the  kind of popular support that Yarrick was trying to win through his daring  raids, Iblig doesn’t continue Yarrick’s war of terror and attrition. Iblig  knows that in order to win the war, he will have to do more than just sack a  few towns: he will have to actually take and hold surface territory, carving  out a goblin kingdom of his own. While the PCs were off having filler  adventures, he was training goblin soldiers (giving them enough class levels to  be a reasonable challenge to the PCs, because, well, otherwise this is going to  be a pretty short campaign) and putting people in strategic positions. Then,  similar to Yarrick, they perform brutal surprise attacks, crippling their  targets. Unlike with Yarrick, however, these attacks happen simultaneously at  several key cities and fortifications across the land, effectively giving  goblins control of a large section of the country in a handful of days. 
          
           Iblig goes  about fortifying the goblin position, and within a very short period of time the  goblins are well-defended and in a position to keep much of their holdings.  Loyalists to the human regime are either killed or imprisoned, and goblins  patrol the streets, keeping order amongst the populace. Laws are passed  preventing non-goblins from carrying weapons, armor, or spellbooks, and  generally trying to keep them from being able to rise up against their new  goblin overseers.
		    Worse yet  for the PCs, as “the heroes of Springdale”  they are specifically targeted, and wanted posters with their names and  likenesses begin cropping up all over goblin territory, with rather impressive  rewards attached. While the PCs may very well be inclined to simply cut their  losses, they find themselves being approached on all sides by hopefuls who are  certain that, having defeated the goblins in Springdale, the PCs are the only real hope  for defeating them now.
          
The PCs must then move into what is now goblin territory, acting as resistance fighters in an ongoing campaign to overthrow Iblig and cast the goblins back into the underground tunnels where they belong—or, dice forbid, they may actually stop a moment to listen to the goblins talking about the injustices they’ve suffered at human hands, and attempt to resolve the whole situation more peacefully—either way, the campaign will probably have run its course by around level 12 or so, as you begin to stretch the realms of believability when you have level 20 goblins running about. Unless, of course, it turns out that Iblig had some help from a fiendish friend, in which case the PCs might slowly see the real goblins being replaced by twisted and tainted demonic versions, perverted by Iblig into goblin super-soldiers in order to help solidify his rule. In fact, it may even turn out towards the end of the campaign that the goblins themselves are having second thoughts about serving under Iblig, and while they may still hate the surfacers for their mistreatment, they may just be willing to team up in order to get out from under the clutches of their mad ruler’s lower-planar allies.
I hope you’ve enjoyed this week’s Grave Plots. Join me next week when I… well, I won’t really be in this column, actually, so, uh, join me next week when I’ll instead be Josh Zaback, with the normal Grave Plots fare. Until then, may you always find a way to make your sequels.